Last Week in UnrealLast Week in Unreal — Feb 16-23, 2026
MegaLights gains front layer translucency, Substrate ships quality-level closures, Xbox GDK plugins move to public engine, and 13 crash fixes land across physics, animation, rendering, and the Verse VM.
Last Week in UnrealLast Week in Unreal — Feb 9-16, 2026
MegaLights gets production instrumentation while Nanite RT lands crash-grade fixes — Epic is pushing dynamic lighting toward shippable quality for 5.8. Plus a silent Chaos vehicle bug fix, a delegate lifetime overhaul that may quietly break gameplay code, and over 30 crash fixes across the engine.
CI/CDEpic Agrees: Being Generic Is a Non-Goal
Epic Games explicitly rejected generic CI for building Unreal Engine — then published the reasoning. Most studios read the docs and set up Jenkins anyway.
CI/CDBefore and After Game-Aware CI
Seven dimensions of CI performance — measured before and after switching from generic to game-aware CI. The internal memo your tech lead has been trying to write.
GuidesHow to Evaluate CI Tools for Unreal Engine
There is no published framework for evaluating CI tools for Unreal Engine. So we wrote one.
UncategorizedWhat Happens to a Studio When Builds Are Unpredictable
Engineers batch commits. Artists avoid Fridays. Nobody iterates. Unpredictable builds don’t just waste time — they reshape how your entire studio works.
Last Week in UnrealLast Week in Unreal — Feb 2-8, 2026
Nanite CLAS ray tracing, RHI specialization constants, mobile SSAO unification, shader packaging overhaul, and serious memory safety fixes across 867 commits on ue5-main.
UncategorizedWhat “Unreal-Native CI” Actually Means
Your CI tool has never read your .uproject file. Here’s what changes when it does — and why “supports Unreal” is not the same as “understands Unreal.”